SoulCalibur II for the GameCube sold more that the PlayStation 2 and Xbox model, granted not both combined. PlayStation 2 should have also had an advantage here since it sold more consoles that the GameCube but it still lost in sales.
First, the source you provide there is over 15 years old, and towards the beginning of the sales life of the game. The numbers I was referencing were more up to date and place the number at 3 million total, with a separate source quoting 1 million in sales for the Gamecube, when all was said and done. That means that the XBOX and PS2 sold 2 million between them. Considering that there were close to ten PS2s in existence for every XBOX by the end of that console generation, its clearly unlikely that as many copies were sold for the XBOX as were sold for the PS2. So no, the game almost certainly performed better (in the sales sense) on the PS2.
Which is of course partly due to the number of PS2s in existence at the time, as you noted yourself (and which I noted in my original post). But that's also precisely consistent with my point: a developer marketing a game for a given platform needs to be able to ship a certain amount of units of that game. Furthermore, the costs of production (even for ports) are much higher today than they were in the sixth console generation, while the relative install base on such games on the Switch is relatively small it just does not make sense to port a Soulclibur game to Switch in today's market as it did in the market of 2002-2003.
In terms of hardware, if you do the research, the strongest console is the Xbox then the GameCube then the PlayStation 2. PlayStation 2 just happens to be the most popular platform so most developers made games for it. If the PlayStation 2 can handle running it, then the GameCube can as well.
Well, I will credit your second source there on one point: the Gamecube does in fact have a slightly stronger graphics processor than the original PS2, a fact I had forgotten. However, it also had significantly less RAM and its board was so small it was not scaleable over the lifetime of the product (basically, the machine you bought in 2007 was almost identical to the one you got in 2001, whereas the XBOX went through three separate "below the hood" upgrades in its time and the Ps2 had seven). There was a reason that the Gamecube retailed for half the price of the other two consoles (and yet also failed to reach nearly the same degree of success).
And if you actually do keep up with video game news and publications, the Nintendo Switch is breaking records as the fastest selling console.
Fastest selling ≠ "best selling". I was correcting only your explicit assertion that the Switch is the "best selling" console of this generation. It's not. It wasn't even the best selling console of last year, which was its best year yet. This is relevant because you suggest that this port you are imagining would be "the best selling game of the best selling console". And I'm saying, not only would such a game sell extremely poorly on the Switch (relative to the other two consoles and relative to what Namco would need to justify such a port) but the console you labelled "best selling" is actually dead last among the current generation of machines.
Granted it released much later than the PlayStation 4 and Xbox One so it may not have outsold them yet but it's on pace to outselling them.
The Switch has sold not quite 38 million units. The PS4 has sold well over 100 million. The Switch has maybe two and a half years of real sales life left in it, and it's not selling 64 million units in that time, I can guarantee you! It could theoretically overtake the XBOX ONE, but even that console retains a 5 million unit lead at present.
Nintendo Switch should be capable of handling a different version of SoulCalibur VI like how Broken Destiny was to IV but on the PSP.
Sure, it's technically possible to create a highly down-resed version of the game. Again, if you're interested in the technical side of that, you should look for the previous discussion about it. But (without replicating all of that previous discussion here) there's a number of factors which point towards this being an absolute shit product. For one thing, I don't think you're appreciating a vital advantage that Broken Destiny had over your theoretical port: it was made for a 2 inch screen: this means the graphical demands of Broken Destiny relative to SCIV were tiny, because the game only had to look crisp at a tiny resolution. Your theoretical Switch port of SCVI would need to work on the same resolution as it does on PS4/XBOX ONE (that is, on screens anywhere from 12 inches to 80 inches), despite having significantly weaker hardware. On top of that, the game already has blurry textures on the console versions, as well as substantial performance issues. Now imagine it on a machine with half the processing power and memory.
But yeah, technically, it is theoretically possible to port the game to the Switch. That's been my conclusion all along. It would look and run like shit, but it's possible. But Namco is not about to expend a huge amount of money to make a highly inferior version of a game which is already well past its best sales days, for a console which has a far smaller absolute install base and a lower proportion of players interested in the product. As I said, the numbers are just not there, coming at it from either a technical or marketplace perspective.
If anything, it should be able to handle SoulCalibur VI proper since it is developed under Unreal Engine 4
The fact that Unreal Engine runs on all three platforms is really a pretty small factor here. Of course it would simplify the process of the port significantly, cutting costs in that respect, but it won't magically make the hardware capabilities of the new machine strong enough to meet the graphical demands of the game..
and there are other fighting games within the same engine that is featured in that platform.
Yes--other games, with other requirements. Not this game, which already struggles on hardware more than twice as powerful as the Switch. There's a reason why almost all of the (very few) current-gen fighters released on the Switch are 2D.
You can't just go around telling someone they're speaking BS and then write an incredibly long essay about why they're wrong... wtf man.
Homes, you are taking this way, way too seriously/personally. No one said you were full of shit, or even anything remotely like that. I said a number of the predicates to your argument were factually in error, and that your conclusions suffered as a result. In my opinion, that's a pretty polite way of saying that you've reached a conclusion that is unlikely to bear out. If my phrasing was received as curt, that was not the intention: no offense was (or is) intended with regard to any point I have disagreed about. As to the size of the post, I'm sorry, but it often takes substantially longer to discuss why an idea is a bad one than it does to just throw that same idea out there in a "Why aren't they doing this!?" fashion.
But yes, at the end of the day I certainly can spend my time correcting inaccurate assertions if I chose to, and I won't feel particularly uncharitable, unkind, or unfair in doing so here, even if I take some time to explain why the assertion is incorrect or the prediction unlikely. But again, there's nothing personal in it: I'm just coming at the matter from an analytical perspective. If there's any interest we ought to be concerned with as a community collectively, it's having realistic expectations about what we might get from Namco, which in turn requires a understanding of what a company in its position realstically can and cannot do as a producer of content in the present-day industry/market.